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  #31  
Old 11-01-2018, 11:32 PM
Uleat's Avatar
Uleat
Developer
 
Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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Proxeeus,

I kinda ran into what I think you may have been describing as not saving botgroup buffs.


Try camping the existing botgroup first. (Or, all bots and just respawn them all...)

The code wasn't really meant to handle that particular activity and there does appear to be a database locking issue..
..since no 'bot saved.' messages are generated.

I'll still look into this more when I get a chance.
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Uleat of Bertoxxulous

Compilin' Dirty
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  #32  
Old 11-04-2018, 08:02 AM
Proxeeus
Fire Beetle
 
Join Date: May 2005
Posts: 27
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Quote:
Originally Posted by Uleat View Post
Proxeeus,

I kinda ran into what I think you may have been describing as not saving botgroup buffs.


Try camping the existing botgroup first. (Or, all bots and just respawn them all...)

The code wasn't really meant to handle that particular activity and there does appear to be a database locking issue..
..since no 'bot saved.' messages are generated.

I'll still look into this more when I get a chance.
Interesting ! I'll try that this afternoon and let you know
Thanks again for looking into it !
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  #33  
Old 11-06-2018, 08:20 AM
Proxeeus
Fire Beetle
 
Join Date: May 2005
Posts: 27
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Well, this is remarkable. It looks like this is it indeed.

I did a ^bgload my_botgroup, waited for everybody to get buffed, and then manually camped them.
I then re ^bgload'd that particular group and lo and behold, they didn't rebuff themselves.

Interesting...
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  #34  
Old 01-22-2023, 02:09 AM
John C
Sarnak
 
Join Date: Jul 2018
Location: Atlanta, GA
Posts: 49
Default Breaking Mez

I would still love to see an option to allow Bot's to break Mez upon command. For an enchanter in a group of bots, the ability to do so is somewhat important. It isn't nearly as big of a deal as it once was for me though since I compile my own binaries, but it would be nice to have it as part of the standard code.
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